Thursday, January 7, 2010

Sex, Racism and Slavery

Greetings!

Well, I've been reading a bit, and it seems that including the topics of sex, racism, and slavery in the campaign is a hot issue for many. People exclaim, with great "indignation" how shocked and horrified they are that any particular DM would dare to include such in the campaign! These self-satisfied folks claim that the "game" is no place for such topics, and they would never play in a campaign that included them, as they are either much too *squick, ewww!*--or they are simply entirely too inflammatory.

I confess a certain confusion at all the proclamations that any D&D campaign must be rated *G* or *PG-13* at best, so as to not offend anyone's precious sensibilities. It strikes me as supremely hypocritical and contradictory that many of these same gamers complain vehemently about how "bored they are with vanilla, scrubbed clean PG" D&D.

Well, which is it? Unless of course you do happen to be running a campaign with children, rather than a group of 21+ adult men and women, what else would they have if not "vanilla, scrubbed-clean PG" D&D, if they refuse to change the dynamics of a sanitized D&D game? After all, throughout good literature that inspires the D&D game, especially S&S, sex, racism, and slavery are not only common ingredients, but often serve as focal points of conflict, or excitement and drama.

I say, yes, bring on the sex, racism, and slavery! It adds many layers of complexity, as well as drama and fun to the game. Obviously, such topics must be integrated with care and attention--though there is no need to raise a hue and cry at the mere mention of including them, or expressing an interest and intention in doing so.

Semper Fidelis,

SHARK

Wednesday, January 6, 2010

Cultural Crossroads and Forgotten Cultures

Greetings!

Ancient and medieval *crossroads* have always fascinated me. Some historical crossroads are well-known, of course, such as Constantinople (Ancient Byzantium), Samarkand, Palmyra, and Babylon. However, some are not nearly as well known. Various parts of ancient Greece, including Athens, were certainly cultural *crossroads*. I am also reminded of geographical regions, that served as cultural *crossroads*, such as the Ionian Coast, various settlements along the Black Sea, as well as the southern Balkan region, and later, the Hanseatic League of northern Germany and Poland.

I've also been doing some thinking about how many types of cultural types have been largely ignored by most gaming companies over the years--Africa, Eastern Europe, Central Asia, and India, as well as China all come to mind.

When I have done research for my degree in Ancient & Medieval History, some of my studies led me down the path of discovering much more information about all of these areas and cultures than the standard education typically provides.

I encourage all of you to do some reading and thinking about these different cultures, and also about the cultural *crossroads* that intersected with the *West*--and including such concepts and themes in your games. If you have done so already--how have you included them? What elements did you use, and what times, regions or cultures were you most inspired by?

Semper Fidelis,

SHARK

Tuesday, January 5, 2010

Music For Gaming

Greetings!

Music often adds a great sense of ambience to a gaming session. I highly recommend the following artists:

Loreena McKinnit
Enigma
Lord of the Rings Soundtrack
Gladiator Soundtrack
Kingdom of Heaven Soundtrack
Rob Roy Soundtrack
Braveheart Soundtrack

I'll add some more as I review my lists.

Great stuff!

Semper Fidelis,

SHARK

Monday, January 4, 2010

Does 4E Cause Amnesia or Drain 4E player's Creativity?

Greetings!

Well, I was reading various posts and discussions on the internet recently, and noticed several discussions where 4E fans were gushing about how great and enjoyable 4E is, especially compared to *any* older version of D&D, and made frequent commentary about how in 4E, a DM who places an orc in a 10x10 room just doesn't cut it, because the mobility and freedom of the new game has outstripped and surpassed anything that came before it in older editions. This newfound freedom and mobility allows characters to "swing from chandeliers"; "Tip over bookcases against foes" "leap and do acrobatic stunts"; and otherwise perform crazy stunts exploiting the environment constantly in every encounter.

HUH?

When the hell did characters *stop* being able to do any of those things in older editions of D&D? Let's see...AD&D...players "swing from chandeliers"; "Tip over bookcases" and otherwise exploit the environment all the time, at every opportunity.

Does 4E cause Amnesia? Has 4E drained players and DM's of their creativity to such a degree that they need *rules* to tell them to "swing from chandeliers" and otherwise use the environment during encounters?

Just wow, you know. What the hell has happened in 4E?

Semper Fidelis,

SHARK

Sunday, January 3, 2010

We're Here to Help You--Asylums in the Campaign

Greetings!

The Asylum is used as a strange setting adventure site in my campaign. The Vallorean Empire has many asylums throughout the land, providing a relatively safe and secure place for the insane to live, separate from the rest of the *good* society. Families often send their nutjob relatives and problem-children to live forever in Asylums, where they cannot escape and interact with others, or cause problems and embarrassment. Not to mention that many of those that are afflicted with various kinds of insanities are quite dangerous to others--as well as themselves. Asylums are supported two-fold--from support from the Provincial Governor or King, as well as private donations from family members, and other citizens.

Asylums vary greatly in the amenities they provide, as well as the standard of care and the quality of staff training. Many asylums are the final destination professionally and socially for maladjusted social-misfit psychological care-providers, quasi-medical and healer professionals, quack doctors and surgeons, and mad alchemists. Add in the borderline criminally-insane, as well as other assorted freaks and social and sexual predators and that is a large portion of the staff at any given asylum.

Many of the workers and staff at asylums are themselves afflicted with numerous neurosis and insanities; however, they are simply better able to minimally function within the society so as to go unnoticed, or at least somewhat so, enough for them to maintain relative personal and professional independence.

The particular nature and conditions of asylums naturally tend to attract the bizarre and predatory, appealing to those who have an interest in degrading, exploiting, or experimenting on other people afflicted with strange insanities and mental conditions, as well as physical deformities that typically make them incapable or unlikely to voice complaints about how they live or how they are treated. Naturally, as most of society is generally indifferent or even fearful and scornful of mentally ill people, as well as deformed, and maladjusted misfits, most of society turns a deaf and unbelieving ear to most complaints that are made, consigning them to wild imagination and insane ramblings of the damned, demon-possessed, or those who are otherwise seen as unlucky, and cursed by fate and abandoned by the gods.

However, there are some that do enter professions dealing with caring for the mentally ill, the insane, the deformed, and other social maladjusted misfits with a sincere desire to provide care and comfort, if not solutions and healing. Unfortunately, even many such people become overwhelmed with the workload, the lack of financial funds for the institution, poor pay, and little social or professional respect. Many become depressed themselves, and disillusioned, and leave the medical care and healing professions and services entirely. Some do manage to stay, out of personal dedication, or religious devotion and self-discipline, and strive to provide the best care they are able to do.

Some few still, are not only sincere and professional, and selflessly dedicated to the welfare of the people entrusted into their care, but also are gifted with enormous empathy for those that suffer, and also have some talent of brilliance or inspiration that allows them to develop and provide truly enlightened care to all those that live within the asylum.

Asylum Size
01-20%: Small
21-50%: Medium
51-75%: Large
76-90%: Huge
91-00%: Palatial

Asylum Estate Quality
01-20%: Poor
21-70%: Standard
71-85%: Good
86-95%: Excellent
96-00%: Outstanding

Asylum Professional Quality
01-25%: Poor
26-75%: Standard
76-85%: Good
86-95%: Excellent
96-00%: Outstanding

Asylum Operational Quality
01-25%: A House of Damnation
26-45%: A Diabolic Zoo
46-65%: A Delirious Playground
66-70%: Indifferent and Experimental
71-85%: Roughly Adequate
86-90%: A House of Discipline
91-95%: Devout and Professional
96-98%: Empathetic and Sincere
99-00%: Enlightened and Noble

A House of Damnation
The House of Damnation is much like the Diabolic Zoo--except it actively seeks to use regular humanoid sacrifices to open and control mystical gates, create new races of creatures, and draw upon a plethora of philosophies of the damned, the most lascivious and wicked wizards, physicians and philosophers, as well as other staff that have otherwise honed some particular skill set...these institutions are a carefully constructed charade enclosing a gathering of wicked criminals, sociopaths, wizards, and a range of other brilliant individuals that are otherwise ostracized or feel distant or out of sync with the larger community. A House of Damnation seeks out and attracts such individuals, seeking to locate, and gather them in such places so as to organize, and use their combined evil knowledge for grander schemes and plans, both often from a practical level, though also from a philosophical, and theoretical level.

A Diabolic Zoo
An institution such as this is a huge upgrade from a delerious playground. The Diabolic Zoo actively cultivates and attracts insane, though brilliant mages, physicians, and philosophers, and zealously pursue all manner of wicked schemes, insane theories, and blood-drenched, horrific experiments. While it has much in common with the Delerious Playground, the Diabolic Zoo possesses a much larger degree of actually skilled and talented staff.

A Delerious Playground
This kind of institution maintains the appearance of an appropriate and professional institution--though all of that is a carefully designed charade. In reality, when the last visitors leave for the day, and the doors are closed by the muscular, stern guardians--the staff is engaged in wildly preying upon the patients, conducting evil and cruel jokes, tortures, and experiments, and generally indulging every whim they can, at the expense of the patients, and the families and taxes that pay for such support. However, there are occasionally sincere individual staff members that seek to actually accomplish something positive--though they are greatly outnumbered and typically outranked--by other staff that are more or less morally bankrupt, careless, lazy, and possessed with various insanities and embrace an assortment of socially maladjusted beliefs.

Indifferent and Experimental
Such an institution often provides care at a considerable discount--though the staff are largely indifferent to the overall welfare of the patients. Certainly, basic care is provided, and the appearance of an adequate environment is there--though behind the scenes, the staff is typically far more involved with their own entertainments, or in conducting genuine, and perhaps even sincere experiments on the patients, in the belief that their experiments and research is ultimately more important in the bigger scheme of things than the immediate care and consistent welfare, of the patients.

Roughly Adequate
An asylum such as this is operated by a mixed staff--some are dedicated and sincere, while others are often lazy, apathetic, or generally uninspired--as well as some being malevolent and predatory. The institution has a basic mix of equipment, supplies, and so on, to provide a roughly adequate environment for most patients staying at such an asylum. Naturally, occasionally accidents occur, as well as various incidents of neglect or abuse, and the occasional scandal of lewd debauchery is uncovered. However, such an institution provides care at a considerable discount from more well-funded and well-established institutions, and thus they attract and maintain a large customer base.

A House of Discipline
An asylum such as this is operated by a strict, disciplined staff of professionals that provide basic, orthodox care in a strictly supervised manner governed by extensive protocols and regulations. While generally competent, and generally safe for patients--such an institution generates little empathy, and lacks the capacity to embrace any new ideas or unorthodox techniques or practices.

Devout and Professional
An asylum such as this is operated by a staff of highly trained, religiously and professionally devout practitioners and healers. The staff seeks to provide the best possible care, though no breakthrough research or wild new ideas or techniques would be typically used or developed in such an institution. Such asylums are often deeply influenced by particular religious doctrines that inspire and guide the philosophy of the care provided at such an asylum.

Empathetic and Sincere
An asylum such as this goes to extraordinary efforts to provide excellent, effective care for their patients. Such an institution--even when the best supplies or skills are not available--seeks to always protect and comfort the patients in a genuinely empathetic environment with sincere, highly dedicated and professional staff.

Enlightened and Noble
An asylum such as this is led by either a single enlightened visionary, or perhaps a group of brilliant physicians and philosopher-healers that are intense and always vigilant for providing the best possible care for the patients--and furthermore, are committed to providing such care in a manner that is ethical and protects and maintains the dignity of the patient as much as is possible--and often such care is provided in ways combining the best as well as novel approaches with magic, science, technology, herbs, as well as philosophy.

Semper Fidelis,

SHARK

Saturday, January 2, 2010

Building a Better Barbarian

Greetings!

Building a Better Barbarian

Barbarians in the campaign are often pretty dull. It's a class that obviously has potential--harkening back to its 1E AD&D roots, it was interesting then. Mechanically, it has promise, but seems "meh". The flavour, of course, is virtually non-existent in the core rulebooks. In AD&D, of course, with the advent of UA, the Barbarian has been much-debated. The basic notion is that there is no need for a “Barbarian” class—simply use the base “Fighter”, add furs, leather, or loin-cloth, primitive technology, and a savage, “barbaric” culture, and *whalaah*--you have a barbarian. Whether or not a DM uses the basic *Fighter* class to model barbarians, or the Barbarian class itself in some form, there remains a need to develop the background, motif, and flavour of any given barbarian or group of barbarians encountered in the milieu.

Thus, I designed some tables to relatively quickly determine some quick guidelines of a barbarian culture encountered by the players--or as a snapshot to the background of an NPC Barbarian, or some barbarian opponents. Questions would frequently arise--What are their marriage customs? How do they handle crime and punishment? What kind of religious system does this tribe have? How does this barbarian view certain family relationships, or ideas? Or how might he or she--respond to this kind of family relationship or custom over here? What kind of technology does that barbarian tribe have? What kind of skills are they famous or well-known for? And many others.

The Barbarian Technology Tables are divided into two different tables; Table I is for a "Random Campaign Correspondence"; while Table II is for a "Strict Campaign Correspondence". What do these tables mean?

The Random Campaign Correspondence table--Table I--is for when the DM wants there to be broad, open possibilities, vastly different cultural templates and dynamics, and potentially very difficult social, political and cultural problems when such barbarians encounter player characters or NPC's from wildly different cultures.

Table II--the "Strict Campaign Correspondence" table, is much tighter, in that there is less random chance for some culture to be very radically different from the more modern cultures present in the quasi-medieval milieu. The barbarian cultures developed will have a much closer technological and cultural correspondence--or if they do have an Iron Age technology/culture, they will be placed to advance much more rapidly in the larger political scheme of the campaign milieu. In such a case, it would be easier for the DM to advance a particular Iron Age tribe, for example, up to the Early Middle Ages level of technology and thus have less friction within the campaign. It just depends on what kind of open probabilities the DM wants a greater chance of dealing with for the campaign.

Barbarian Technology Table I
01-20% Stone Age
21-40% Bronze Age
41-60% Iron Age
61-80% Dark Ages
81-00% Early Middle Ages

Barbarian Technology Table II
01-10% Stone Age
11-20% Bronze Age
21-40% Iron Age
41-70% Dark Ages
71-00% Early Middle Ages

Barbarian Climate & Terrain Type
01-15% Forest
16-30% Hills
31-45% Mountains
46-60% Steppe/Plain
61-70% Jungle/Swamp
71-80% Desert/Wastes
81-90% Coastal/Islands
91-00% Coastal/Sea Raider

Barbarian Culture & Lifestyle
01-10% Simple Hunter/Gatherers
11-20% Advanced Hunter/Gatherers
21-35% Pastoralism
36-50% Nomadic
51-90% Village-Based; with simple Agriculture
91-00% Village/Town Based; with advanced Agriculture

Barbarian Government & Leadership
01-25% Chieftain--Autocracy/Divine Right
26-50% Chieftain--Warlord/Elder Council
51-60% Chieftain--Longhouse Democracy
61-75% Kingship--Autocracy/Divine Right
76-90% Kingship--Warlord/Elder Council
91-92% Kingship--Confederation; Autocracy/Divine Right
93-94% Kingship--Confederation; Warlord/Elder Council
95-96% Chieftain--Confederation; Autocracy/Divine Right
97-98% Chieftain--Confederation; Warlord/Elder Council
99-00% Chieftain--Confederation; Longhouse Democracy

Barbarian Economy
01-25% Simple Barter Economy, with Local Trade
26-50% Advanced, Complex Barter Economy, with Local Trade
51-65% Simple Barter Economy, Long Ranged Trade
66-80% Advanced Barter Economy, Long Ranged Trade
81-90% Mixed Complex Barter/Coin-based Economy, with Local Trade
91-00% Mixed Complex Barter/Coin-based Economy, Long Ranged Trade

Barbarian Social Justice & Punishment
01-02% Simple Justice
03-04% Simple Justice+Violence I
05-06% Simple Justice+Violence I; plus Indentured Servitude I
07-08% Simple Justice+Violence I; plus Indentured Servitude II;
09-10% Simple Justice+Violence II; Slavery I
11-30% Simple Justice+Violence II; Slavery II
31-50% Simple Justice+Violence III; Slavery I
51-90% Simple Justice+Violence III; Slavery II
91-95% Simple Justice+Violence IV; Slavery I
96-00% Simple Justice+Violence IV; Slavery II

Interpreting the table results:
Simple Justice: Simple Justice refers to the comprehensive social justice systems embraced virtually universally by all tribes of people throughout history; these customs form the basis of almost all justice systems, to one degree or another; they are generally composed of the following customs: Compensatory; Social Outcast, Labour, Exile

Violence I: Torture
The culture embraces and accepts the use of torture as punishment or for whatever means necessary in addition to standard simple justice.

Violence II: Torture and Execution
The culture also embraces various forms and methods of execution, as a form of punishment along with torture and standard simple justice.

Violence III: Torture, Execution, Sacrifice
The culture embraces customs of religiously sacrificing victims to their gods as a form of punishment in addition to execution, torture, and standard simple justice.

Violence IV: Torture, Execution, Sacrifice, Cannabalism: The culture embraces Cannibalism--the feasting on other human beings as well as other humanoid creatures, as a form of punishment, in addition to torture, execution, sacrifice, and simple justice.

Indentured Servitude I: Limited
Limited; the culture embraces Indentured Servitude; using the custom as a punishment for a specific period of time, and or for specific people; various kinds of criminals, war prisoners, foreign captives, adoptive members of the tribe from foreigners, etc. Indentured Servants also possess specific rights--unlike slaves, who may have no rights whatsoever. Limited Indentured Servitude usually has limits of from months to years, though 7 years is generally the maximum.

Indentured Servitude II: General
General; the culture embraces Indentured Servitude on a much larger basis; the times sentenced may be specific and temporary, or much longer; General can encompass typically sentences of any number of years, up to 20. General Indentured Servitude may be limited to only foreign males; foreigners in general; war prisoners; criminals; foreign women; any halfling; and so on.

Slavery I: Limited
The culture embraces limited slavery. This may be only Half Orcs; Only Halflings; Only War Prisoners; Only Foreign Captives; Only Criminals; or some other kind of institutional limitation based on sex/gender, race, religion, status, ethnicity/culture, and so on. There may be more than one qualifier, as well. In limited slavery, slaves may enjoy some legal, cultural, or social rights, to one degree or another, depending on the culture. This form of slavery differs from the more general slavery, where virtually anyone and everyone can be condemned to slavery.

Slavery II: General
The culture embraces general slavery; criminals, foreigners, war prisoners, war captives, of whatever sex/gender, race or culture can be condemned to slavery, for life unless released by their master while alive, or in the master's will. Slaves have virtually no rights whatsoever, and may worked brutally and inhumanely, be sacrificed, tortured, or killed for any reason, or for mere whim.

Barbarian Marriage Customs
01-05% Monogamous; Strict, Formal
06-10% Monogamous; Loose, Informal
11-20% Monogamous; Loose, Informal, Concubinage
21-25% Polygamous; Strict, Formal
26-40% Polygamous; Loose, Informal
41-90% Polygamous; Loose, Informal, Concubinage
91-00% Polyandrous/Tribal/Group (Subtable)
01-30% Polyandrous; Strict, Formal
31-90% Polyandrous; Loose, Informal
91-94% Polyandrous; Loose, Informal, Concubinage
95-96% Tribal/Group; Strict, Formal
97-98% Tribal/Group; Loose, Informal
99-00% Tribal/Group; Loose, Informal, Concubinage

Strict: A strict adherence to fidelity and exclusive sexual relations is expected. Violation of these expectations and customs may provoke serious social and or legal consequences. Adultery is often punished with savage torture, and often death sentences are the standard.

Loose: People involved have varying expectations of absolute sexual fidelity and exclusivity; mistresses, lovers, and so on are fairly common, and generally accepted.

Formal: The society has very high standards and strict rules and expectations for any kind of divorce. There may be specific requirements that the couple or people involved must exhibit in order to be allowed to divorce. There may be various significant social and religious stigmas attached to anyone that has been divorced. Children born out of wedlock are likewise social outcasts if such is becomes known.

Informal: The culture has no strict requirements concerning divorce, and divorce is relatively easy and simple to do, with no social, religious or cultural stigmas for anyone involved. In addition, children born out of wedlock are not subject to being outcasts, and may be common and entirely accepted.

Concubinage: The culture embraces the custom of maintaining concubines for a married person, whether male or female. In the cases where concubines provide children, the children have some rights of inheritance. In addition, concubines have an official, legal and social status, and enjoy specific social, legal and inheritance rights.

Barbarian Religion
01-30% Comprehensive Pantheon
31-70% Nature/Elements Pantheon
71-85% Animism/Spiritualism
86-95% Great Spirit/Animism/Spiritualism
96-00% Other

Barbarian Religious Leadership
01-05% Shaman--Exclusively Male or Female Genders
06-10% Shaman--Both genders may serve as shamans
11-30% Priests--Exclusively Male or Female Genders
31-50% Priests--Both genders may serve as priests
51-60% Druids--Exclusively Male or Female Genders
61-70% Druids--Both genders may serve as druids
71-80% Informal Clergy: Witches, Witch-Doctors, Holy Hermits. Both or either genders may serve; many are open; some have restrictions. Culture may have one or more types, as appropriate.
81-00% Special: Roll again; any Shaman, Priest, or Druid type, plus Informal Clergy.

Semper Fidelis,

SHARK

Friday, January 1, 2010

Happy New Year!

Greetings!

Well, the new year of 2010 is here! I hope all of you have had a wonderful and pleasant beginning--and that the future will be bright and joyful. The new year is a time of looking back, reviewing what has past, what was gained--and looking to grow and prosper in the future. My best wishes to all of you.

Semper Fidelis,

SHARK